309 lines
9.3 KiB
Go
309 lines
9.3 KiB
Go
// Package game keeps the in-memory state of all matches running on this
|
|
// game server: player connections, per-player unacknowledged message queues
|
|
// and a registry of recently finished matches.
|
|
package game
|
|
|
|
import (
|
|
"context"
|
|
"errors"
|
|
"sync"
|
|
"time"
|
|
|
|
"github.com/ruby-sea-battle/game-server/internal/auth"
|
|
"github.com/ruby-sea-battle/game-server/internal/protocol"
|
|
)
|
|
|
|
// ErrMatchFinished is returned by Join when the player tries to join a match
|
|
// that has already ended. The stored END message (if any) is replayed to the
|
|
// connection before Join returns.
|
|
var ErrMatchFinished = errors.New("match already finished")
|
|
|
|
// Sender abstracts a player connection so the game logic stays testable and
|
|
// independent of the websocket implementation.
|
|
type Sender interface {
|
|
// Send writes one message to the connection. Implementations must be
|
|
// safe for concurrent use and must bound the write with a timeout.
|
|
Send(ctx context.Context, data []byte) error
|
|
// Close closes the connection with the given websocket close code.
|
|
Close(code int, reason string) error
|
|
}
|
|
|
|
// queuedMessage is a state-changing message that has been sent to a player
|
|
// but not yet acknowledged with an ACK.
|
|
type queuedMessage struct {
|
|
seq int64
|
|
data []byte
|
|
}
|
|
|
|
// PlayerSlot is the state of one of the two players of a match.
|
|
type PlayerSlot struct {
|
|
UserID int64
|
|
|
|
conn Sender // nil while the player is disconnected
|
|
seq int64 // last issued sequence number
|
|
unacked []queuedMessage
|
|
lastState int // last state sent to this player, 0 if none
|
|
everConnected bool // true after the first successful join
|
|
}
|
|
|
|
// Match is the state of a single game of sea battle.
|
|
type Match struct {
|
|
ID string
|
|
tokenExp time.Time // game token expiration; bounds the join deadline
|
|
playerIDs [2]int64 // slot 0 = player1, slot 1 = player2 (internal only)
|
|
slots [2]*PlayerSlot
|
|
|
|
mu sync.Mutex
|
|
started bool // both players joined at least once
|
|
ended bool
|
|
state int // current global game state
|
|
joinTimer *time.Timer
|
|
}
|
|
|
|
func (m *Match) slotIndex(userID int64) int {
|
|
switch userID {
|
|
case m.playerIDs[0]:
|
|
return 0
|
|
case m.playerIDs[1]:
|
|
return 1
|
|
default:
|
|
return -1
|
|
}
|
|
}
|
|
|
|
// finishedMatch remembers how a match ended so that late join attempts with
|
|
// a still-valid game token get the same END message instead of creating a
|
|
// phantom match (and, later, a duplicate result report to the main server).
|
|
type finishedMatch struct {
|
|
ends map[int64][]byte // userID -> END message sent to that player
|
|
expiresAt time.Time // game token expiration time
|
|
}
|
|
|
|
// Manager owns all matches of this server instance.
|
|
type Manager struct {
|
|
joinTimeout time.Duration
|
|
|
|
mu sync.Mutex
|
|
matches map[string]*Match
|
|
finished map[string]*finishedMatch
|
|
}
|
|
|
|
func NewManager(joinTimeout time.Duration) *Manager {
|
|
return &Manager{
|
|
joinTimeout: joinTimeout,
|
|
matches: make(map[string]*Match),
|
|
finished: make(map[string]*finishedMatch),
|
|
}
|
|
}
|
|
|
|
// Join attaches conn to the match identified by the game token claims.
|
|
// userID must already be validated against the claims by the caller.
|
|
//
|
|
// If the player was already connected, the old connection is closed and
|
|
// replaced. Unacknowledged messages are replayed to the new connection; if
|
|
// there is nothing to replay but the game is already running, the current
|
|
// state is re-sent so the client can restore its UI.
|
|
//
|
|
// Returns the match and the player's slot index (0 or 1).
|
|
func (m *Manager) Join(ctx context.Context, conn Sender, gc *auth.GameClaims, userID int64) (*Match, int, error) {
|
|
now := time.Now()
|
|
|
|
m.mu.Lock()
|
|
m.purgeFinishedLocked(now)
|
|
if fin, ok := m.finished[gc.MatchID]; ok {
|
|
m.mu.Unlock()
|
|
if data, ok := fin.ends[userID]; ok {
|
|
_ = conn.Send(ctx, data)
|
|
}
|
|
_ = conn.Close(protocol.CloseCodeNormal, "match already finished")
|
|
return nil, -1, ErrMatchFinished
|
|
}
|
|
match, ok := m.matches[gc.MatchID]
|
|
if !ok {
|
|
match = &Match{
|
|
ID: gc.MatchID,
|
|
tokenExp: gc.ExpiresAt.Time,
|
|
playerIDs: [2]int64{gc.Player1ID, gc.Player2ID},
|
|
slots: [2]*PlayerSlot{
|
|
{UserID: gc.Player1ID},
|
|
{UserID: gc.Player2ID},
|
|
},
|
|
}
|
|
// The second player must join before the join timeout expires, but
|
|
// never later than the game token itself expires — after that a
|
|
// join is impossible anyway.
|
|
deadline := now.Add(m.joinTimeout)
|
|
if match.tokenExp.Before(deadline) {
|
|
deadline = match.tokenExp
|
|
}
|
|
match.joinTimer = time.AfterFunc(time.Until(deadline), func() {
|
|
m.onJoinTimeout(match.ID)
|
|
})
|
|
m.matches[gc.MatchID] = match
|
|
}
|
|
m.mu.Unlock()
|
|
|
|
match.mu.Lock()
|
|
defer match.mu.Unlock()
|
|
|
|
if match.ended {
|
|
// Lost race with the join timeout; the match is being torn down.
|
|
_ = conn.Close(protocol.CloseCodeNormal, "match already finished")
|
|
return nil, -1, ErrMatchFinished
|
|
}
|
|
|
|
idx := match.slotIndex(userID)
|
|
if idx < 0 {
|
|
// Should be impossible: the caller validated membership.
|
|
_ = conn.Close(protocol.CloseCodeBadUserToken, "not a participant of this match")
|
|
return nil, -1, errors.New("user is not a participant")
|
|
}
|
|
slot := match.slots[idx]
|
|
|
|
if slot.conn != nil && slot.conn != conn {
|
|
// Only one live connection per player: replace the old one.
|
|
_ = slot.conn.Close(protocol.CloseCodeReplaced, "connection replaced by a new one")
|
|
}
|
|
slot.conn = conn
|
|
slot.everConnected = true
|
|
|
|
switch {
|
|
case !match.started && match.slots[0].everConnected && match.slots[1].everConnected:
|
|
// Both players joined for the first time: the game begins.
|
|
match.started = true
|
|
if match.joinTimer != nil {
|
|
match.joinTimer.Stop()
|
|
}
|
|
match.state = protocol.StatePlacingShips
|
|
m.setStateLocked(ctx, match, match.state)
|
|
case match.started:
|
|
// Reconnect of a player while the game is running.
|
|
m.replayLocked(ctx, slot)
|
|
}
|
|
// Otherwise: first player waiting for the opponent, nothing to send.
|
|
|
|
return match, idx, nil
|
|
}
|
|
|
|
// Leave detaches conn from the match if it is still the current connection
|
|
// of the player's slot. Messages queued for the player survive the
|
|
// disconnect and will be replayed on rejoin.
|
|
func (m *Manager) Leave(conn Sender, match *Match, idx int) {
|
|
match.mu.Lock()
|
|
defer match.mu.Unlock()
|
|
if slot := match.slots[idx]; slot.conn == conn {
|
|
slot.conn = nil
|
|
}
|
|
}
|
|
|
|
// Ack confirms delivery of all messages with seq <= the given sequence
|
|
// number for the given player.
|
|
func (m *Manager) Ack(match *Match, idx int, seq int64) {
|
|
match.mu.Lock()
|
|
defer match.mu.Unlock()
|
|
slot := match.slots[idx]
|
|
kept := slot.unacked[:0]
|
|
for _, qm := range slot.unacked {
|
|
if qm.seq > seq {
|
|
kept = append(kept, qm)
|
|
}
|
|
}
|
|
slot.unacked = kept
|
|
}
|
|
|
|
// setStateLocked moves the match into a new state and notifies both players.
|
|
// match.mu must be held.
|
|
func (m *Manager) setStateLocked(ctx context.Context, match *Match, state int) {
|
|
for _, slot := range match.slots {
|
|
m.queueStateLocked(ctx, slot, state)
|
|
}
|
|
}
|
|
|
|
// queueStateLocked appends a STATE message to the player's unacknowledged
|
|
// queue and sends it right away if the player is connected.
|
|
// match.mu must be held.
|
|
func (m *Manager) queueStateLocked(ctx context.Context, slot *PlayerSlot, state int) {
|
|
slot.seq++
|
|
data := protocol.BuildState(slot.seq, state)
|
|
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
|
|
slot.lastState = state
|
|
if slot.conn != nil {
|
|
_ = slot.conn.Send(ctx, data)
|
|
}
|
|
}
|
|
|
|
// replayLocked re-sends everything the connected player has not
|
|
// acknowledged yet; if there is nothing pending, the current state is sent
|
|
// anew so a reconnected client can catch up.
|
|
// match.mu must be held.
|
|
func (m *Manager) replayLocked(ctx context.Context, slot *PlayerSlot) {
|
|
if len(slot.unacked) == 0 {
|
|
if slot.lastState != 0 {
|
|
m.queueStateLocked(ctx, slot, slot.lastState)
|
|
}
|
|
return
|
|
}
|
|
for _, qm := range slot.unacked {
|
|
_ = slot.conn.Send(ctx, qm.data)
|
|
}
|
|
}
|
|
|
|
// onJoinTimeout finishes a match whose second player never joined.
|
|
func (m *Manager) onJoinTimeout(matchID string) {
|
|
m.mu.Lock()
|
|
match, ok := m.matches[matchID]
|
|
if !ok {
|
|
m.mu.Unlock()
|
|
return
|
|
}
|
|
match.mu.Lock()
|
|
if match.started || match.ended {
|
|
match.mu.Unlock()
|
|
m.mu.Unlock()
|
|
return
|
|
}
|
|
match.ended = true
|
|
delete(m.matches, matchID)
|
|
|
|
ends := make(map[int64][]byte, 2)
|
|
type notification struct {
|
|
conn Sender
|
|
data []byte
|
|
}
|
|
var notify []notification
|
|
for _, slot := range match.slots {
|
|
slot.seq++
|
|
data := protocol.BuildEnd(slot.seq, protocol.EndCodeJoinTimeout, "join timeout exceeded")
|
|
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
|
|
ends[slot.UserID] = data
|
|
if slot.conn != nil {
|
|
notify = append(notify, notification{conn: slot.conn, data: data})
|
|
slot.conn = nil
|
|
}
|
|
}
|
|
match.mu.Unlock()
|
|
|
|
// Remember the outcome until the game token expires so that late join
|
|
// attempts are answered with the same END message instead of creating a
|
|
// phantom match.
|
|
m.finished[matchID] = &finishedMatch{ends: ends, expiresAt: match.tokenExp}
|
|
m.purgeFinishedLocked(time.Now())
|
|
m.mu.Unlock()
|
|
|
|
// Network I/O happens outside of any lock.
|
|
for _, n := range notify {
|
|
_ = n.conn.Send(context.Background(), n.data)
|
|
_ = n.conn.Close(protocol.CloseCodeNormal, "match ended")
|
|
}
|
|
}
|
|
|
|
// purgeFinishedLocked drops registry entries whose game token has expired.
|
|
// Called lazily whenever the registry is touched. m.mu must be held.
|
|
func (m *Manager) purgeFinishedLocked(now time.Time) {
|
|
for id, fin := range m.finished {
|
|
if !now.Before(fin.expiresAt) {
|
|
delete(m.finished, id)
|
|
}
|
|
}
|
|
}
|